It's usually not possible to add AA in post processing because you don't know where the edges are, and edge detection is highly unreliable.
However, if you have the Z-buffer, or the actual polygon data to work with then you can figure out exactly where the edges are. And when you do know that you can do postprocessing AA. I'm not exactly sure how I would illustarte the 'finding edges' part, but here I've tried illustrating the 'blending edges' part:
(2x zoom) This is supposed to be a small cutout of a polygon edge. By looking at the zbuffer or polygon data we have figured out that this is an edge that should be aa'ed.
(8x zoom) We partition the edge up in segments (the white box) and blend with the closest neighbor pixels (black boxes). Blending with neighbor pixels will introduce some blurring, but not too much, because it's
only the edges that will be blurred (unlike QuincunxAA where everything is blurred) and the neighbor will always contribute less than the centre pixel to the final color. The blending factor is simple linear interpolation from 100%,0% to 0%,100%
This is what the segment looks like afterwards.
(2x zoom) and here the entire edge is AAed
Now while it is possible to do postprossesing AA if you know exactly where the edges are, I don't expect anybody to actually do it. (Too much work to be worth the effort, for both the Cell and the programmer)